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Rapport d'étude de marché sur le divertissement éducatif : par type de service (service non interactif/spectateur, service interactif/participatif), par source de revenus (publicité, billets, partenariat) et par utilisateur final (particuliers, écoles, universités) - Prévisions jusqu'en 2027


ID: MRFR/ICT/6819-HCR | 200 Pages | Author: Aarti Dhapte| August 2025

Edutainment Market Summary

As per Market Research Future analysis, the Edutainment Market Size was estimated at 6.58 (USD Billion) in 2023.The Edutainment Market Industry is expected to grow from 7.05(USD Billion) in 2024 to 15 (USD Billion) by 2035. The Edutainment Market CAGR (growth rate) is expected to be around 7.1% during the forecast period (2025 - 2035). The market is driven by the increasing demand for interactive learning experiences, advancements in technology such as VR and AR, and the rise of online education platforms. The integration of entertainment elements in education is reshaping learning methodologies, making them more engaging and effective for diverse age groups.

Key Market Trends & Highlights

The Edutainment Market is characterized by several key trends.

  • Mobile Applications are expected to grow from 2.1 USD Billion in 2024 to 4.4 USD Billion by 2035.
  • Web-Based Platforms are projected to increase from 2.8 USD Billion in 2024 to 5.8 USD Billion by 2035.
  • The demand for gamification in education is rising, enhancing student engagement and retention.

Market Size & Forecast

2023 Market Size: USD 6.58 Billion
2024 Market Size: USD 7.05 Billion
2035 Market Size: USD 15 Billion
CAGR (2025-2035): 7.1%
Largest Regional Market Share in 2024: North America.

Major Players

Key players include Coursera, Mindset, Pearson, National Geographic Learning, Udacity, Houghton Mifflin Harcourt, McGraw Hill, Khan Academy, Edmodo, Discovery Education, Duolingo, Dazeddigital, Walt Disney, and DreamWorks Animation.

Prévisions du marché de l'éducation


Le marché de l'éducation et du divertissement combine efficacement l'éducation et le divertissement afin d'intégrer des compétences spécifiques lors de l'enseignement. Alors que la numérisation et l'urbanisation croissantes développent plusieurs secteurs industriels, plusieurs établissements d'enseignement intègrent les méthodes numériques pour les apprenants. Étant donné que le marché du divertissement éducatif inculque efficacement le contenu éducatif à des jeux attrayants, les enfants bénéficient grandement du marché de l'ludo-divertissement. Le marché de l'éducation devrait dépasser 10,11 milliards de dollars américains d'ici 2025 à un TCAC de 11,61 %.



L'intégration de technologies avancées sur le marché, telles que l'IoT, l'apprentissage automatique, l'IA et bien d'autres encore, est stimuler la croissance globale du marché de l'éducation. Étant donné que le support numérique des secteurs de l'éducation et de l'éducation est très engageant, le progrès des compétences clés est plus élevé dans ces méthodes. Ces facteurs sont considérés comme les principaux facteurs de croissance de l'industrie du divertissement.



Analyse de la COVID 19 :



La pandémie de COVID 19 a perturbé les principales opérations de fabrication et les secteurs industriels. La perturbation de la chaîne d'approvisionnement dans plusieurs pays a considérablement affecté la valeur de marché du divertissement éducatif ces derniers temps. Les systèmes éducatifs de plusieurs pays adoptent des méthodes d'apprentissage numériques en raison des restrictions strictes liées à la COVID 19. La demande de socialisation a augmenté à mesure que les enfants étaient confinés dans des foyers pendant une période plus longue. Ces facteurs ont accru la demande pour l'industrie du divertissement.



Cependant, pour le fonctionnement efficace de ces plateformes ludo-éducatives, l'exigence du matériel et des appareils sophistiqués sont indispensables. Le déclin des processus de production a réduit les processus de fabrication de ces appareils, considérés comme la principale pierre d'achoppement de l'industrie du divertissement tout au long de la pandémie.



Dynamique du marché :



Facteurs du marché :



Les avantages potentiels de l'industrie du divertissement, tels que l'amélioration des compétences de socialisation, des compétences en leadership et le team building est considéré comme l'un des principaux moteurs du marché de l'éducation. Les compétences varient en fonction de l'âge de l'utilisateur, telles que la capacité de mémoire de l'enfant, la capacité de calcul, la maîtrise de la simulation, et d'autres compétences importantes se retrouvent chez les enfants de moins de 10 ans. Les établissements d'enseignement s'intègrent de plus en plus aux fournisseurs de divertissement éducatif en raison de ces avantages potentiels.



Les progrès croissants des jeux de réalité virtuelle sur le marché favorisent la croissance globale du marché. L'expérience utilisateur améliorée dans l'environnement 3D augmente l'engagement de l'enfant et simplifie les processus d'apprentissage. La production croissante de casques de réalité virtuelle, de manettes et d'autres appareils de jeu ces derniers temps a également un impact sur la croissance du marché.



Opportunités commerciales :



Les jeux numériques et en ligne de ces dernières années intègrent de plus en plus des activités d'apprentissage et engagent les enfants pour créer de nouvelles choses, au lieu de les laisser regarder les créations des autres. Les experts sont fermement convaincus que les plateformes ludo-éducatives permettent aux enfants de nouer des relations avec leurs partenaires dans le cadre de jeux qui peuvent également être surveillés par les parents, ou que les plateformes permettent aux parents eux-mêmes de participer à l'activité. Ces facteurs ont aidé les enfants à développer leurs compétences sociales. Ces opinions tranchées des experts des pays développés influencent fortement la croissance globale du marché au cours de la période de prévision.



Les

publicités et les sources de revenus telles que les prix des billets et les partenariats avec des établissements d'enseignement sont en hausse ces derniers temps, en prenant conscience des avantages potentiels des plateformes ludo-éducatives. Les établissements d'enseignement tels que les collèges, les universités et d'autres acteurs importants collaborent avec les entreprises de divertissement éducatif qui devraient stimuler l'industrie du divertissement au cours de la période de prévision.



Restrictions du marché :



Manque de financement et d'incapa

Report Attribute/Metric Details
Market Size 2023 6.58(USD Billion)
Market Size 2024 7.05(USD Billion)
Market Size 2035 15.0(USD Billion)
Compound Annual Growth Rate (CAGR) 7.1% (2025 - 2035)
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
Base Year 2024
Market Forecast Period 2025 - 2035
Historical Data 2019 - 2024
Market Forecast Units USD Billion
Key Companies Profiled Brainly, Kahoot, Skillshare, Adventure Academy, The Walt Disney Company, Duolingo, Quizlet, Tynker, Epic, Yousician
Segments Covered Platform, Content Type, End User, Technology, Regional
Key Market Opportunities AR/VR integration in learning, Gamification of educational content, Expansion in emerging markets, Partnerships with educational institutions, Growth in mobile edutainment apps
Key Market Dynamics Technological advancements, Increasing demand for interactive learning, Growing popularity of gamification, Rising disposable incomes, Expansion of mobile learning platforms
Countries Covered North America, Europe, APAC, South America, MEA


Frequently Asked Questions (FAQ):

The Edutainment Market is expected to be valued at 7.05 USD Billion in 2024.

By 2035, the Edutainment Market is anticipated to reach a value of 15.0 USD Billion.

The Edutainment Market is projected to grow at a CAGR of 7.1% from 2025 to 2035.

North America is expected to hold the largest market share, valued at 2.8 USD Billion in 2024.

Europe's market size in the Edutainment Market is projected to reach 4.3 USD Billion by 2035.

The market size for Mobile Applications in the Edutainment sector is valued at 2.5 USD Billion in 2024.

The Virtual Reality segment is expected to grow to a size of 3.6 USD Billion by 2035.

Significant players in the market include Brainly, Kahoot, Adventure Academy, The Walt Disney Company, and Duolingo, among others.

The market value for the Asia Pacific region in the Edutainment sector is expected to be 1.5 USD Billion in 2024.

Potential challenges could arise from technological advancements and competition among key players in the market.

Comments

Research Methodology on Edutainment Market


Abstract


This research report analyzes the current state of the edutainment market and its prospects for future growth. The research methodology includes a review of existing literature, interviews with key stakeholders in the edutainment industry, and primary data collection in the form of surveys with edutainment users and potential consumers. The objectives of the research are to identify key drivers and trends in the edutainment industry, understand perceptions and opinions on the edutainment market, and generate new insights and recommendations for the industry.


Introduction


Edutainment is an emerging format which combines education and entertainment in a package also known as educational entertainment. It is a digital platform that uses interactive technology and content to provide information that is both engaging and informative. Edutainment is increasingly being used in classrooms, business education, and home learning as an engaging way to learn and absorb new information.


This research investigates current trends and drivers in the edutainment market and their implications for stakeholders. The research methodology consists of a literature review, interviews with key stakeholders in the industry, and a survey of edutainment users and potential consumers.


Research Objectives


The objectives of this research are as follows:



  • To identify key drivers and trends in the edutainment industry.

  • To understand perceptions and opinions on the edutainment market.

  • To generate new insights and recommendations for the industry.


Literature Review


The first step in the research process is a comprehensive review of the existing literature on the edutainment market, including published academic papers, industry reports and white papers, online articles and blogs, and any other relevant material. The literature review focuses on the current state of the market, trends, drivers, and the competitive landscape.


Interviews


Interviews are conducted with key stakeholders in the edutainment industry, including industry experts, edutainment content creators, investors, and edutainment users. The interviews are structured and semi-structured depending on the stakeholder and will focus on the topics of market size and growth, key trends and drivers, competitive landscape and opportunities, and other insights into the edutainment market. The interviews are recorded and transcribed for further analysis.


Survey


A survey is conducted with a representative sample of edutainment users and potential consumers. The survey is administered online and includes questions on the topics of edutainment usage, preferences, and opinions. The survey is designed to capture opinions on edutainment’s potential in different contexts and its strengths and weaknesses as an educational medium.


Analysis


The data collected from the literature review, interviews, and surveys are analyzed using both qualitative and quantitative techniques. The literature will be analyzed using qualitative techniques such as content analysis to identify key trends and drivers, and the interview and survey data will be analyzed using quantitative techniques such as descriptive statistics to generate insights and recommendations for the edutainment industry.


Conclusion


The proposed research provides an in-depth analysis of the edutainment market to identify key trends and drivers and generate new insights and recommendations for the industry. The research methodology includes a literature review, interviews with key stakeholders, and a survey of edutainment users and potential consumers. The results of the research will provide invaluable insights into the edutainment industry and its potential future prospects.

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